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1

Arsovski, Denis, Erblin Domazeti, Tanja Jovanovska, and Gordana Ristevska-Dimitrovska. "Getting athletes back in the game." Health Promotion & Physical Activity 22, no. 1 (2023): 8–17. http://dx.doi.org/10.55225/hppa.485.

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Movement is an essential characteristic that has developed over the course of human evolution. With the inclusion of various populations in sports activities, sports have become an important part of people’s daily lives. Knee injuries are common among athletes, with knee joint being the most vulnerable to various injuries. Knee injuries require appropriate treatment to allow the athlete to return to their sports activities. Additionally, this study aimed to increase awareness of the importance of preventing knee injuries in sports and to highlight the potential impact of such injuries on an athlete’s ability to participate in their sport.A cross-sectional study was conducted to evaluate the functional outcomes of athletes with knee injuries. The study included 38 patients with knee injuries (ACL, meniscal injuries, collateral ligament injuries) out of which 21 were physically active athletes, 9 were not, but they were athletes who were not involved in sports at the time of the testing and 8 were recreational athletes. The majority of respondents (76%) reported that they sustained the injury during sports activities. Knee pain was reported as at least once a week by most respondents. The study highlights the importance of proper knee injury prevention measures during sports activities and the need for prompt and effective rehabilitation for those who do suffer injuries. Overall, these findings have important implications for the treatment and management of knee injuries among athletes and individuals seeking to maintain an active lifestyle.
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Busang, Trevor Roma. "Mizumi: Digital Sports Centre." Trends in Undergraduate Research 6, no. 1 (2023): j5–6. http://dx.doi.org/10.33736/tur.5763.2023.

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Digital sport is the product of merging electronic technology into sport activities. It is a new generation of social activitise that can be integrated online and globally regardless of where you are. Based on the popular animated series Pokemon, the concept is to have multiple areas with different activities engaging with the target users around the area. The phrase "catch-em-all" usde to refer to the intention to capture the surrounding people and creating a new interactive area for the anime fans. The buildings are divided by three to resemble the three legendary Pokemon Lake Guardians. The spaces are also planned according to the gym leader theme from the game adapted from the anime.
 
 
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3

Lewis, Nicky, Walter Gantz, and Lawrence A. Wenner. "What We Do When We Watch Live Sports: An Analysis of Concurrent Viewing Behaviors." International Journal of Sport Communication 14, no. 2 (2021): 153–67. http://dx.doi.org/10.1123/ijsc.2020-0270.

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Using an active audience perspective, this study examines the wide-ranging in-person and second-screen behaviors that occur while viewing live sports. A national sample of participants (N = 630) was surveyed about their live sports viewing behaviors while watching a normal game, a close game, and one where the outcome was clear. Viewers concurrently engaged in a variety of game-related and unrelated activities, many involving additional screens and a social dimension (e.g., talking about the game with others in person and through media, hanging out with family/friends). Games that were not close encouraged more activity than games that were close. Sports fanship was positively associated with game-related behaviors but not unrelated behaviors. In all, live sports viewing involves a wide array of simultaneous in-person and second-screen activity, with some of that activity focused on the sporting events themselves, and other activities focused on meeting the responsibilities of daily life.
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Berezina, Larisa, Olga Bystrova, Svetlana Klyuchnikova, Ivan Kuptsov, and Dmitriy Sementsov. "Extracurricular sports and recreation activities as a component of the cognitive activity development of primary school children." BIO Web of Conferences 26 (2020): 00048. http://dx.doi.org/10.1051/bioconf/20202600048.

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Analysis of scientific and methodological sources on the main positions of development and improvement of physical culture in general education institutions shows that it is necessary to pay attention to the development of schoolchildren cognitive abilities through project activities, interactive game technologies, and personal participation in sports events. Extracurricular activities are an expanded space of upbringing and education, it creates additional opportunities for self-realization and self-knowledge, their capabilities through sports and recreation activities. This article describes the methodology of sports and recreation classes held outside of school hours with the introduction of game sports (basketball, floorball), interactive technologies. The content of the proposed methodology is traditional. It consists of mastering knowledge methods, improving motor skills and developing physical qualities. They are formed thanks to the proposed interactive game technologies and tasks for the intellectual abilities development. The article discusses the possible conditions of sports and recreation activities in general education institutions that ensure a more successful development of younger students cognitive activity. Analysis and generalization of scientific and methodological literature, testing, questionnaires, pedagogical experiment, methods of mathematical statistics. The experimental method was implemented in junior classes and was conducted as part of extracurricular sports and recreation activities in accordance with the Federal state educational standard. The proposed forms and methods of organizing basketball and floorball classes with the inclusion of interactive game technologies and tasks for the development of intellectual abilities increased the cognitive activity of younger schoolchildren. The results of the pedagogical experiment showed the expediency and effectiveness of the proposed method. It provides a holistic approach in the framework of extracurricular sports and recreation activities to improve the indicators of younger schoolchildren cognitive abilities.
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5

Soltero, Erica G., Alejandra Jáuregui, Edith Hernandez, et al. "Associations between Screen-Based Activities, Physical Activity, and Dietary Habits in Mexican Schoolchildren." International Journal of Environmental Research and Public Health 18, no. 13 (2021): 6788. http://dx.doi.org/10.3390/ijerph18136788.

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Screen-based activities are associated with increased risk of obesity and contribute to physical inactivity and poor dietary habits. The primary aim of this study was to examine the associations among screen-based activities, physical activity, and dietary habits in school-aged children in Guadalajara, Puerto Vallarta, and Mexico City, Mexico. The secondary aim was to examine these associations across sex. The School Physical Activity and Nutrition survey was used to assess screen-based activities (TV watching, video game use, computer use), physical activity, and dietary habits. Organized activity/sports participation, unhealthy dietary habits, and household income were correlated with screen-based activities. While TV watching was associated with decreased participation in organized activity/sports participation, computer and video game use was associated with increased organized activity/sports participation. Boys engaged in more TV watching and video game use compared to girls. All screen-based activities were associated with age among boys; whereas video game and computer use were associated with higher income among girls. These findings suggest a need for sex- and age-specific strategies that acknowledge the differential use of screen-based activities across sex and age. Future research should continue to identify underlying correlates linking screen-based activities with health behaviors to inform strategies to reduce screen-time in Mexican children.
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6

Bohdanovskiy, Ihor. "CONCEPTUAL MODEL OF TRAINING BACHELORS OF PHYSICAL CULTURE AND SPORTS FOR COACHING ACTIVITIES IN GAME SPORTS WITH PRESCHOOL CHILDREN." Scientific Journal of Polonia University 59, no. 4 (2023): 9–15. http://dx.doi.org/10.23856/5901.

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The article analyzes the current state of research on the problem of training bachelors of physical culture and sports for coaching activities in game sports with children of preschool age, which confirmed the relevance and expediency of the chosen problem, its insufficient theoretical development in pedagogical theory and practice. The following structural components of the training bachelors of physical culture and sports for coaching activity in game sports with preschool children are defined and characterized: motivational-value, informational-communicative, organizational-facilitating, reflective-creative. A conceptual model has been developed, which provides for an integral continuous process of training bachelors of physical culture and sports for coaching activities in game sports with children of preschool age. The model covers four interconnected blocks: the target one, which reflects the social order of society, the goal, the task of training bachelors of physical culture and sports for coaching activities in game sports with preschool children and its components; the methodological block of the model is built according to the principles and requirements for training bachelors of physical culture and sports for coaching activities with preschool children. This block is based on methodological approaches (system, activity, competence, person-oriented, environmental, synergistic, simulation- game) and principles (the principle of integrity, the principle of structuring, the principle of conscious creative activity, the principle of professional orientation, the principle of individual self-worth, the principle of relying on subjective experience of students, the principle of partnership, the principle of complex interaction, the principle of freedom of choice, the principle of novelty); of content containing the principles, organizational and pedagogical conditions of training bachelors of physical culture and sports for coaching activity with preschool children, forms and methods used in this process; the resultant block contains components (motivational- value, informational-communicative, organizational-facilitating, reflective-creative), criteria (motivational, cognitive, activity, analytical), levels (high, sufficient, low) of training of bachelors of physical culture and sports motivation for coaching activities with preschool children. It was found that the training of bachelors of physical culture and sports for coaching activity with preschool children becomes effective thanks to the implementation of the following organizational and pedagogical conditions: promotion of the formation of bachelors of physical culture and sports motivation for coaching activities of teaching sports games of preschool children; actualization of interdisciplinary integration and its scientific and methodological support in the process of training bachelors of physical culture and sports for coaching activities in teaching sports games of preschool children; provision of practice-oriented training of bachelors of physical culture and sports for coaching activities in teaching sports games of preschool children through the involvement of stakeholders in the educational process, the interrelationship of competence, system and personal-activity approaches.
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7

Silva, Edson Coutinho da, and Alexandre Luzzi Las Casas. "Key Elements of Sports Marketing Activities for Sports Events." International Journal of Business Administration 11, no. 1 (2020): 11. http://dx.doi.org/10.5430/ijba.v11n1p11.

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Sports marketing activities comprise people, activities, business and organisation in producing, facilitating, promoting or organising any product (as goods, services and events) for a demand of sports supporters. This theoretical paper aims to introduce and discuss the sports scheme, sports marketing mix, and sports supporters as three key elements which the sports teams need to focus on to implement sports marketing activities in sports events. By and large, sports teams have been implemented marketing principles as well as sponsorships to qualify a sports events as experience and entertainment focus on the supporters (as customers). Sports scheme refers to actors’ network, marketing tools represents the tools to plan and perform marketing activities and supporters are those who support and purchase club goods. Thus, all of them are key relevant elements to organise a sports event (as a game or match). The professionalism of the sports events has required use the sports and non-sports stakeholders' skill to help sports teams to design and provide a sports experience and amusement by means sports marketing tools to format a suitable product and service to a supporter’s audience.
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8

PETROVICI, Gabriel Alexandru. "Essential Aspects of Beach Volleyball Technique." GEOSPORT FOR SOCIETY 13, no. 2 (2020): 131–39. http://dx.doi.org/10.30892/gss.1304-063.

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Beach volleyball is a sports game practiced during performance sports activities and people who love to move, or for recreational purposes, Loisir. The game of beach volleyball resembles the game of indoor volleyball in terms of the similarity of essential execution by the volleyball player and some actions of attack or defense. However, the two sports also have significant differences. This is making beach volleyball one of the most famous and practiced sports, especially in the hot season. Also, statistics highlight that sports with the ball up in the open air have the most massive audiences among the sports practiced at the Summer Olympics.
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9

Irfan Maulana and Rahmawan Santoso. "Survei Minat Olahraga Bola Voli Remaja di Kecamatan Ambal Tahun 2025." Jurnal Pengabdian Masyarakat dan Riset Pendidikan 3, no. 4 (2025): 451–57. https://doi.org/10.31004/jerkin.v3i4.450.

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Sports especially volleyball is the 2nd most popular sport after football, this volleyball game is also very popular among young men and women. According to them this game is very interesting and becomes its own entertainment, with the existence of volleyball sports activities has an impact on the decline in negative activities carried out by teenagers in the Ambal sub-district. The interest of teenagers in participating in volleyball sports activities is very high as evidenced by the average answer to the questionnaire at 91% this is also a reference so that teenagers live healthier and reduce negative activities. Teenagers also need encouragement from outside such as from friends, teachers, family, the environment and also adequate infrastructure.
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10

Jia, Lile, Edward R. Hirt, and Alethea H. Q. Koh. "How to Have Your Cake and Eat It Too: Strategic Indulgence in Big-Time Collegiate Sports Among Academically Successful Students." Social Psychological and Personality Science 10, no. 6 (2018): 792–801. http://dx.doi.org/10.1177/1948550618789403.

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Past research on academic success emphasizes the need to avoid pleasurable nonacademic activities. In the context of enjoying big-time collegiate sports, we examined the notion that students, especially academically successful ones, may strategically indulge in sports games to resolve the conflict with academic pursuit. After confirming that high- (vs. low-) grade point average (GPA) students indeed found game-related activities less disruptive ( Npilot = 325), we proceeded to study whether strategic indulgence or single-minded avoidance was their preferred means to resolve the game–study conflict. High- (vs. low-) GPA students exhibited three features of strategic indulgence. They were more sensitive to the goodness of the opportunity to partake in collegiate sports ( NStudy1 = 216), engaged in compensatory planning to study on nongame days ( NSudy2 = 409), and actively engaged and enjoyed the game-related activities ( Nstudy3 = 530). These results suggest that understanding strategic indulgence in tempting activities would enrich our knowledge of long-term goal pursuit.
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11

Ciris, Vahit. "Investigation of Prospective Teachers' Attitudes towards Game and Physical Activities Course." Higher Education Studies 10, no. 4 (2020): 94. http://dx.doi.org/10.5539/hes.v10n4p94.

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The purpose of this research is to determine the attitudes of prospective teachers towards game and physical activities subject. In the first part of the study, it is aimed to describe the attitudes of prospective teachers towards game and physical activities course. In the second part of the study, it was analyzed whether the variables of gender and department studied significantly differed on the attitudes of prospective teachers towards game and physical activities course. Screening method was used in this research. Candidates studying in the physical education and sports teaching, classroom teaching and preschool teaching departments of Kırşehir Ahi Evran University participated in the study on a voluntary basis. "Personal Information Form" and "Attitude Scale for Game and Physical Activities Course" were used in the data collection process. When testing the research data, 0.05 significance level was taken. In the analysis of the data, ANOVA technique was used. The prospective teachers' attitudes towards the course of game and physical activities course are generally high (X̅ = 4.01). The attitudes of teacher candidates towards the course of game and physical activities course differ significantly according to their genders (p <.05) and departments (F = 8,278, p <.05). Research results show that prospective teachers' attitudes towards the course of game and physical activities course are generally at a high level. However, the mean of male candidates is higher than the mean of female candidates. The attitudes of prospective teachers towards physical education and sports teaching are positive and at high level.
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12

Křiček, Jan. "Determinanty a aplikace herních aktivit osob se specifickými potřebami." Studia sportiva 7, no. 3 (2013): 167–75. http://dx.doi.org/10.5817/sts2013-3-14.

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Education of people with disability is a permanent objective of special educational institutions focused on their integration into society. An important position in the education curriculum of these students is occupied by sports programs with gaming content (motion games, modified sports games, target sports). Application of game activities among disabled people is marked by didactic differences. The differences are expressed by didactic reduction of curriculum, by selecting and organizing the curriculum, applied didactic forms, modifications of the rules as well. The positive effect of the appliation of game activities among disabled manifests itself especially in the psychological and socialization area.
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13

Binetskiy, D., and N. Kasich. "The potential of sports and play activities in relation to the education of young adolescents in the desire for independence in general secondary education institutions." Scientific Journal of National Pedagogical Dragomanov University. Series 15. Scientific and pedagogical problems of physical culture (physical culture and sports), no. 6(137) (June 22, 2021): 37–40. http://dx.doi.org/10.31392/npu-nc.series15.2021.6(137).09.

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The article reveals the potential of sports and play activities for the education of young adolescents' desire for independence in general secondary education. The presentation of the main material is based on the results of a preliminary theoretical study of the essence of the concept of the desire of younger adolescents to independence in the process of sports and play activities. On the basis of certain criteria of upbringing in younger adolescents the desire for independence in the process of sports and games. In the process of physical education in general secondary education games are used as a means of physical culture and as a form of organization of classes. Sports games - a system of characteristic physical exercises, which are performed in different variants according to changing game situations and are evaluated for effectiveness the end result of motor actions. An important feature of sports games are complex collective actions aimed at achieving the planned result. Most types of sports games are team games, so success in competitions largely depends on the coherence of all participants in rapidly changing game situations. Complicating their interactions is the fact that during the game there is no predetermined sequence of game techniques and a constant rhythm. Depending on the game situation, there is a constant change in the emotional state of the player, in connection with which he must be able to control their emotions, actions, mental state in various unforeseen factors.
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14

Sopotnytska, Olena, and Olena Kotova. "The level of readiness of future physical education teachers for coaching activity in game sports." Bulletin of Luhansk Taras Shevchenko National University, no. 1 (360) (2024): 94–101. http://dx.doi.org/10.12958/2227-2844-2024-1(360)-94-101.

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The article is devoted to the study of the problem of the readiness of future teachers of physical education for coaching activity in game sports. The task of the article is to determine the initial level of readiness of future physical education teachers for coaching activity in game sports. The essence of the scientific definition of “readiness” is summarized. The components that ensured the formation of the readiness of students of higher education institutions for coaching activities were determined. An analysis of the results of the entrance examination was carried out regarding the formation of motivational, scientific-theoretical, practical, psychophysiological and physical components of higher education applicants of the first (bachelor) level. Therefore, the results of the entrance examination showed a real need for the formation of future physical culture teachers’ readiness for coaching activities in the sports section of game sports even during their studies at a higher educational institution.
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Cucui, Gheorghe Gabriel. "Women's Football within the Physical Education and Sports Hours." Revista Romaneasca pentru Educatie Multidimensionala 12, no. 4 (2020): 369–80. http://dx.doi.org/10.18662/rrem/12.4/351.

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The use of the football game in the physical education lesson offers particularly favorable conditions for the complex development of the students' motor skills and qualities. Playing the football game contributes to the formation and improvement of coordinated movements, to the capacity of rapid engagement in the timing and rhythm of social activities, through the accumulation of positive influences and effects of sanotrophic and educational character. Due to its valences, football is appreciated as a necessary and efficient means of physical school education, which is why we find it both in the physical education lessons or the obligatory activities of the students, as well as in the other sports-recreational activities in most schools in our country. By implementing in the process of preparation of dynamic games, sticks and competitions for students of 13-15 years we aim to consolidate and perfect the technique of football. By using these means during the training hours I suppose that the level of technical training of the students in the representative school football team for women will be improved. The importance of the different dynamic games, of the sticks and of the competitions in the acquisition of the football game technique lies in the fact that, in the modern game, performance cannot be achieved without a very good technique.
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Lyseiko, Kostiantyn, Yaroslav Yatsiv, Maryan Pityn, and Oleh Hrecheskyi. "The dynamics of the planned number of sport events in game sports in the Ivano-Frankivsk region during 2020−2022." Scientific Journal of National Pedagogical Dragomanov University. Series 15. Scientific and pedagogical problems of physical culture (physical culture and sports), no. 8(153) (August 30, 2022): 45–49. http://dx.doi.org/10.31392/npu-nc.series15.2022.8(153).11.

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The changes in the socio-economic system of Ukraine requires a scientific discussion of the established management mechanisms for the development of game sports in the regions. The study of the problem field according to the chosen subject of research made it possible to single out relatively independent directions of research. The first is related to the development of physical culture and sport in the regions, the second – to the development of individual sports or a group of game sports in general. The purpose: to find out the changes in the structure of the planned events in game sports in the Ivano-Frankivsk region during 2020−2022. Methods: theoretical analysis and generalization of data from scientific and methodical literature, analysis of documentary materials, methods of mathematical statistics. The content of the orders of the Sport Department of the Ivano-Frankivsk Regional State Administration on the "Unified calendar plan for sport competitions and training meetings of the region for Olympic sports" for 2020−2022 was studied. The results. Ping-Pong (23.1% − 2020 and 21.1% − 2021) and football (20.8% − 2020 and 21.1% of the total number of events from game sports, respectively, in 2021) among the total number of events from game sports have the largest shares by separate years. In 2022, there is one leader in the number of planned events among game sports − Ping-Pong (23.9% of the total number of events from game sports). During 2020−2022, tennis and rugby, which occupy the third and fourth places in the ranking, retain the leading positions in terms of shares of events among game sports. Conclusions. We received new data in view of the new socio-economic conditions of activity of physical culture and sports subjects, which indicate the dynamics of absolute and relative indicators of activities for the development of game sports at the regional level, in particular in the Ivano- Frankivsk region.
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17

Aminov, Inomjon Erkinboyvich. "ANALYSIS OF THE MAIN TECHNICAL AND TACTICAL ACTIVITIES IN THE FOOTBALL GAME." Journal of Academic Research and Trends in Educational Sciences 1, no. 8 (2022): 53–57. https://doi.org/10.5281/zenodo.7082680.

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18

Yakovchuk, T. V., E. V. Malchenko, and I. V. Epishkin. "CHEER SPORTS AND CHEERLEADING." Physical Culture Sport Tourism Motor Recreation 9, no. 1 (2024): 67–74. http://dx.doi.org/10.47475/2500-0365-2024-9-1-67-74.

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The authors consider animation and game tourism as one of the important areas of tourism. During the study, it was found out that animation and gaming activities are actively used in modern tourism. Due to the fact that the quality of tourist services is improving and the number of services is expanding, this area is actively advancing and its income is growing.
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19

Ayrapetyan, M. K. "Criminal Legal Assessment of Harm Caused during Sports Activities in Common Law Countries." Actual Problems of Russian Law 20, no. 4 (2025): 122–31. https://doi.org/10.17803/1994-1471.2025.173.4.122-131.

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The subject of the study is foreign law enforcement practice on bringing athletes to criminal liability for causing harm during sports competitions. In order to determine the acceptable level of violence in sports games and the limits of an athlete’s consent to causing harm, the author examines the approaches of the courts of precedent law countries, namely the UK, Canada and the USA. The concepts of rules of the game and part of the game are analyzed, and their advantages and disadvantages are identified. The experience of foreign countries in holding athletes accountable in contact sports involving physical contact–hockey, football, basketball–is summarized. The problems of finding universal criteria for assessing a player’s actions are revealed, and Canadian judicial practice on this issue is examined in detail. The reasonably foreseeable hazards approach proposed by American legislators and courts is examined. The author comes to the conclusion about the non-systemic and selective nature of criminal prosecutions for sports violence and the dominance of the position of non-interference of criminal law in the field of sports, which corresponds to the principle of autonomous legal regulation of this sphere.
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20

A’inil Fitri, Gina, Dindin Abidin, and Azi Faiz Ridlo. "SOSIALISASI MELATIH KEKOMPAKAN PERMAINAN OLAHRAGA TRADISIONAL UBER JONGKOK DI LINGKUNGAN DESA RIDOMANAH." An-Nizam 4, no. 1 (2025): 58–66. https://doi.org/10.33558/an-nizam.v4i1.11006.

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Traditional games are an important part of Indonesian culture, which has high social and educational standards. However, the younger generation is starting to abandon traditional games as time goes by. Uber Jongkok is a traditional game that is quite popular in some places. To complete yhe challenges in this game, teamwork, communication and strategy are essential. Uber Squat involves two teams attempting to chase and catch the opponent in different ways, testing team cohesiveness and speed. The purpose of this community service activity is to improve communication and cohesiveness in Ridomanah Village through the traditional sports game Uber Jongkok. The method of implementing this activity includes several phases, socialization to residents, children, or teenagers around regarding the small traditional sports game uber squatting; traditional sports game practice activities to residents, children, or teenagers around, as well as evaluation and documentation, field practice, and socialization to the community are the implementation methods carried out in this program. Activities like this are also able to improve social relations and a sense of togetherness among residents. This activity is expected to preserve traditional games and strengthen social relations in the village. From the results of this activity, the children became more aware of this traditional uber squat sports game. About the correct way to play, and the rules of how to play, they understand better. Through this activity, it is hoped that it can increase the knowledge of students and students of SDN 01 Ridomanah.
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Dong, Yuanming. "Empirical Analysis of the Impact of Social Activity Participation on College Students' Online Game Addiction: Investigating the Behavioral Patterns and Psychological Motivations of Chinese College Students." International Journal of Social Sciences and Public Administration 4, no. 2 (2024): 313–19. http://dx.doi.org/10.62051/ijsspa.v4n2.42.

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This study explored the impact of social activity participation on online game addiction among Chinese college students, aiming to fill the gap in existing research on the lack of attention paid to social activities. Through a questionnaire survey, relevant data from 500 college students were collected, and the impact of social activity type, frequency and duration on online game addiction was analyzed. The study found that students who frequently participated in social activities were less likely to become addicted to online games, especially those who participated in sports activities and community service, whose addiction level was significantly lower than that of students who participated in online social activities. Psychological motivations such as escapism, gaining a sense of accomplishment and satisfying social needs play an important mediating role between social activities and online game addiction. The results show that increasing participation in offline social activities can help reduce online game addiction. The empirical analysis of this article provides empirical evidence for colleges and education departments to formulate intervention measures. It is recommended to encourage college students to participate in various social activities, especially sports and community service activities, to promote their mental health and social skills, form healthy gaming habits and effective time management strategies. Future research should further explore the specific impact of different types of social activities and verify the actual effect of intervention measures.
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Lutsenko, Vitalii, T. V. Polishchuk, and V. A. Burlaka. "Developing moral and volitional resilience in older adolescents through sports and play-based activities." Scientific Journal of National Pedagogical Dragomanov University. Series 15. Scientific and pedagogical problems of physical culture (physical culture and sports), no. 5K(191) (May 9, 2025): 119–22. https://doi.org/10.31392/udu-nc.series15.2025.05k(191).25.

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The article highlights the importance of fostering moral and volitional resilience in older adolescents in the context of contemporary sociocultural transformations. It is emphasized that moral and volitional resilience is an integral personal quality that combines self-control, decisiveness, emotional stability, and the ability to make moral choices — all of which are particularly significant during late adolescence. The potential of sports and game-based activities as an effective means of cultivating moral and volitional resilience is substantiated. The study identifies that educational influences should be based on principles that create conditions for personal development in older adolescents: the principle of activity and self-realization; the principle of gradually increasing task complexity; and the principle of ethical orientation. The article substantiates the organizational and pedagogical conditions required for the development of moral and volitional resilience in older adolescents: ensuring an emotionally safe environment (which includes a supportive atmosphere, building trusting relationships, and respecting individuality); creating situations of moral choice (involving ethically charged game scenarios that provoke responsibility and encourage reflection on actions not only by their outcomes but by their moral meaning); and organizing reflective activities for deep processing of experiences gained during sports and play-based activities (including post-game discussions, analysis of emotions, decisions, challenges, and solutions, with an emphasis on learning from both successes and mistakes). Examples of effective methods are provided: team sports games (such as football, volleyball, basketball); sport-based role-playing games involving moral dilemmas; and game-based training sessions focused on developing endurance and emotional stability.
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Lizogub, Vladimir, Vitaliy Pustovalov, Viktoriya Suprunovych, and Nataliya Grebinyuk. "NEURODYNAMIC FUNCTIONS HIGH-LEVEL ATHLETES GAME QUALIFICATIONS SPORTS." Sports Bulletin of the Dnieper 1 (2020): 50–55. http://dx.doi.org/10.32540/2071-1476-2019-1-050.

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The article considers questions concerning features of neurodynamic functions of high level qualification sportsmen in various game sports. Different variants of display of neurodynamic functions in highly qualified game sports athletes have been established. Volleyball players were characterized by probably higher indicators of simple sensorimotor and complex reaction of choice, as well as individual-typological properties of the balance of neurotic processes, compared with similar results of football and basketball players. Neurodynamic functions of highly qualified athletes in team types determine the level of players’ sportsmanship, as well as can become a criterial characteristics of the success of their playing activities. Key words: neurodynamic functions, sensorimotor reactions, individual typological peculiarities of neurotic processes, team sports.
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Бирюков, И. Л. "CYBERSOCIALIZATION AS AN EXAMPLE OF THE ACTIVITIES OF AN ORTHODOX SUNDAY SCHOOL." Herald of Sports History, no. 1(36) (March 31, 2024): 73–82. http://dx.doi.org/10.26120/y4566-4701-7678-l.

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Проблема взаимосвязи компьютерной игровой зависимости и развития духовного мира молодых людей приобретает несомненную актуальность в условиях быстрого развития информационного общества. Статья содержит результаты исследования, проведённого по итогам интеллектуального турнира, организованного комиссией по физической культуре и спорту Армавирской епархии, включавшего историческую викторину и игру в компьютерную головоломку «Тетрис». Также предпринимается попытка богословского осмысления в интенции спортивной духовности популярной компьютерной игры-стратегии StarCraft , включённой в дисциплины компьютерного спорта. The problem of the relationship between computer gaming addiction and the development of the spiritual world of young people is becoming undoubtedly relevant in the context of the rapid development of the information society. The article contains the results of a study conducted following the results of an intellectual tournament organized by the Commission on Physical Culture and Sports of the Armavir Diocese, which included a historical quiz and a game of computer puzzle “Tetris”. There is also an attempt at theological understanding in the intention of sports spirituality of the popular computer strategy game StarCraft, included in the disciplines of computer sports.
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25

Thangamari, Sudalai. "Games in Sangam Literature." MUTHTHARASI – Art Literary Culture Tamil Journal II, no. 1 (2024): 5. https://doi.org/10.5281/zenodo.12773630.

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Hunting with animals and handling weapons may have led to sport among the Sangam people in tribal societies. The people of the Sangam period considered sports to be mostly a social activity. Team sports and athletic sports can be considered social activities as they are played in front of everyone and in the middle of the field. Sports in general can be said to be “a training ground for life”1. Also, the scholars say that the game is “the game that is desired”2 “the game that gives pleasure”3 “the game that results in the rules”4; Explained.It seems that people of the Sangam period played games that suited their land structure. Sangha literature records adolescent women playing games such as flower-picking, funnel-playing, pendulum swinging, ball-playing, sand-house-building, orai-dal, mud-digging and hand-holding games such as vegetable-picking.
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Dan, Mirsidan. "THE STUDY ON THE MOTIVATION OF STUDENTS TO PLAY HANDBALL OR OTHER SPORTS ACTIVITIES." Annals of Dunarea de Jos University of Galati Fascicle XV Physical Education and Sport Management 2, no. 3 (2025): 54–61. https://doi.org/10.35219/efms.2024.3.05.

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The purpose of this paper is to find out the reasons why students are attracted to play handball or other sports activity and the reasons that lead them to abandon these sports activities. The study was conducted on a sample of 60 students, 40 boys and 20 girls, aged between 13 and 14 years old. To begin with, I made a questionnaire that I applied to the group of students, in order to be able to observe their interest in practicing handball sports or in practicing other sports activities, and I followed the students' interests, the purpose and what motivates them to practice handball. Some students also practiced other sports such as: football, volleyball, basketball, handball and swimming. Students are attracted in a special way by the desire to belong to a group, by the desire for affirmation, by the desire to develop harmoniously from a physical and motor point of view, all of which are Pro arguments in order to practice the game of handball. If we look at the other side of giving up playing handball, it is due to the lack of knowledge of the benefits of this game on the development of each individual, the lack of intrinsic motivation, the lack of positive models, the lack of materials necessary for the development of these sports activities, the lack of promotion
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27

Shevchuk, O. P., and N. O. Bielicova. "Development of NUS key competencies through game activities in primary school." Scientific Journal of National Pedagogical Dragomanov University. Series 15. Scientific and pedagogical problems of physical culture (physical culture and sports), no. 12(172) (December 21, 2023): 182–86. http://dx.doi.org/10.31392/udu-nc.series15.2023.12(172).36.

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Game activity as one of the effective teaching methods plays an important role in the formation of key competencies of primary school students. The article identifies and systematizes the peculiarities of the development of key competencies of primary school students through the use of game activities in physical education lessons. The competence-based approach to the implementation of the key reform of schooling «New Ukrainian School» through the formation of key competencies is indicated: communication in the state language; communication in foreign languages; mathematical competence; basic competencies in natural sciences and technologies; information and digital competence; lifelong learning skills; initiative and entrepreneurship; social and civic competence; cultural awareness and expression; environmental literacy and healthy lifestyle. Different approaches to the formation of key competencies of junior schoolchildren in physical education lessons through game activities are revealed. The game competence is characterized as the ability of a child to understand, create and participate in various games, which includes physical activity, joint interaction with peers, development of strategic and tactical thinking during the game, as well as the ability to follow the rules of the game and sports ethics. Further elaboration of the problem of developing students' key competencies through game activities is emphasized.
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Kizi, Omarova Ayna Mamut. "The effectiveness of using game sports in physical education classes for students of higher educational institutions." European International Journal of Pedagogics 5, no. 3 (2025): 25–27. https://doi.org/10.55640/eijp-05-03-07.

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This article explores the effectiveness of integrating game sports into physical education classes for students in higher educational institutions. Game sports, such as basketball, football, and volleyball, offer more than mere physical exertion; they contribute significantly to motivation, teamwork, and cognitive development. By tapping into competitive and cooperative drives, these activities enhance engagement, encourage long-term exercise habits, and reduce stress. Moreover, the social dimension of team sports fosters effective communication, problem-solving, and leadership skills that extend beyond the sports field, preparing students for academic collaboration and future professional challenges. Practical strategies for implementation include adjusting rules, team composition, and duration of play to accommodate diverse skill levels, thereby ensuring inclusive participation. Emphasizing positive values—fair play, respect, and mutual support—creates a psychologically safe environment that strengthens interpersonal connections and nurtures emotional intelligence. With growing emphasis on well-rounded student development, universities increasingly recognize that game sports can cultivate critical competencies such as adaptability, time management, and resilience. The discussion highlights how thoughtful integration of game sports can elevate physical education curricula, enrich the academic experience, and support the overall personal and professional growth of students in higher education.
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Obukhova, O. V., A. S. Murza, and A. V. Ponomarev. "Museum of game sports as a means of patriotic education of students." Current Issues of Sports Psychology and Pedagogy 3, no. 2 (2023): 53–66. http://dx.doi.org/10.15826/spp.2023.2.70.

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The article deals with the issues of patriotic education of students and the main directions in the education of patriotism among students. The concept of patriotism is considered as patriotic consciousness, patriotic activity, patriotic relations and patriotic organization. The museum has a huge potential in this activity, the role of which has grown significantly at the present stage. The areas of museums work at the moment are so extensive that it allows them to be included in the educational process of forming the ideals of patriotism among modern students. A study is presented to determine the formation of a sense of patriotism among students of the Institute of Physical Culture, Sports and Youth Policy (IFCIMP) of the Ural Federal University, as well as the awareness of programs of patriotic education at the university and the development of game sports. An experimental study has shown that informing students about game sports promotes involvement in sports activities. The participation in training and competitive processes creates conditions for the formation of patriotism among students in game sports. The creation of a museum of game sports will be one of the innovative means of patriotism fostering.
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Basri, Hasan. "MENINGKATKAN HASIL BELAJAR SISWA SD NEGERI CIMANGGU KECIL DALAM MEMAHAMI PROSEDUR AKTIVITAS DAYA TAHAN JANTUNG DAN PARU UNTUK PENGEMBANGAN KEBUGARAN JASMANI MELALUI PERMAINAN LOMPAT TALI." Journal of Social Studies, Arts and Humanities (JSSAH) 1, no. 01 (2021): 24–28. http://dx.doi.org/10.33751/jssah.v1i01.3969.

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IMPROVING LEARNING OUTCOMES OF ELEMENTARY SCHOOL STUDENTS IN UNDERSTANDING HEART AND LUNG ENDURANCE ACTIVITIES PROCEDURES FOR THE DEVELOPMENT OF PHYSICAL FITNESS THROUGH JUMPING ROPE GAMESThis research departs from the low quality of mastery of techniques in the subjects of Physical Education, Sports and Health in understanding the procedures for cardiovascular endurance activities for the development of physical fitness that can have an influence on student activities and learning outcomes. Teachers need to consider effective and fun learning models so that they can improve student learning outcomes. One of the learning approaches that was tried through this research was the application of the Jump Rope Game. The study was conducted in Class VA of SDN Cimanggu Kecil, Bogor City, Semester 1 of the 2019/2020 Academic Year and aimed: (1) To find out the improvement in student learning outcomes about Understanding the procedures for heart and lung endurance training activities for the development of physical fitness by using the Jump Rope Game. (2) To describe the process of improving student learning outcomes about understanding the procedures for heart and lung endurance training activities for the development of physical fitness using the Jump Rope Game for students. (3) To measure how much the increase in student learning outcomes regarding understanding the procedure for heart and lung endurance training activities for the development of physical fitness through the Jump Rope Game for students. The results of this study indicate that by using the Jump Rope Game on Understanding the procedure for cardio respiratory endurance training activities for the development of physical fitness in students in learning using the Jump Rope Game, the average student learning outcome increases to 73.85 in the Cycle. I and 91.15 in Cycle II. From the description above, the researcher concludes that the Jump Rope Game applied by the teacher can improve student learning outcomes, therefore the researcher suggests that the use of the Jump Rope Game be socialized and used as an alternative in learning Physical Education, Sports and Health in Schools within the Education Office. Bogor city
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Mappaompo, M. Adam, Ians Aprilo, Poppy Elisano Arfanda, and Arga Arga. "Shooting Accuracy of Sports Coaching Education Students: Goaling Game Practice." ETDC: Indonesian Journal of Research and Educational Review 3, no. 3 (2024): 204–10. https://doi.org/10.51574/ijrer.v3i3.1995.

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This study aimed to determine the effect of goal-setting game training and how effective it is in improving the shooting accuracy of extracurricular students at UPRI Sports Coaching Education. This study is an experimental design, involving two training groups throughout 16 meetings, one serving as a pretest and another as a posttest. We conducted this study for approximately one month to investigate the impact of goal-game training on the shooting accuracy of UPRI Sports Coaching Education students participating in extracurricular activities. The results demonstrated a significant impact of goal-setting game training on shooting accuracy, as evidenced by a statistical increase in the average pretest shooting accuracy from 25.80 points to 42.30 points for the treatment group and from 26.50 points to 33.20 points for the control group. The hypothesis test's significance value is less than 0.05. The conclusion is that goal-game training affects the shooting accuracy of extracurricular UPRI Sports Coaching Education students.
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Roshak, O., and Ya Yatsiv. "Investigation into the Benefits of Game-Based Educational Strategies for Enhancing the Physical Fitness of 10–12-Year-Old Kickboxing Athletes." Scientific Journal of National Pedagogical Dragomanov University. Series 15. Scientific and pedagogical problems of physical culture (physical culture and sports), no. 3K(176) (March 18, 2024): 409–13. http://dx.doi.org/10.31392/udu-nc.series15.2024.3k(176).90.

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This study examines the benefits of game-based educational strategies for enhancing the physical fitness of 10–12-year-old kickboxing athletes. Considering the developmental aspects of children in this age group, the study focuses on the effects of gaming strategies on enhancing core physical qualities such as strength, speed, endurance, agility, and coordination. Additionally, it addresses the motivational dimension, examining how these game-based approaches foster a growing interest in sports activities among young athletes.
 Integrating game-based techniques into the training routine not only inserts excitement and breaks the monotony but also facilitates the continuous incorporation of kickboxing's technical and tactical aspects. This approach enhances athletes' comprehension and quick mastery of essential skills. Emphasis is also placed on customizing the training approach, enabling the adjustment of sessions to meet the distinct requirements of each athlete while reducing the likelihood of sports-related injuries.
 The results of the study highlight the substantial benefits of including game-based educational strategies in the training of young kickboxers. These methods boost both the physical and mental growth of the athletes, nurturing a favorable perspective towards sports and competitive activities. It is advised that further exploration and formulation of targeted training schemes, embracing game-based educational strategies, be pursued for their fruitful integration into athletic training routines. Additionally, this research covers the way for a more profound comprehension of how game-based educational strategies can enhance the gaining of technical and tactical competencies among young sports enthusiasts, suggesting innovative training strategies that respect the unique aspects of childhood and the distinct traits of every participant.
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Yusroni, Moh. "Game model to improve motor skills through traditional sports: Development study on elementary school students." Tanjungpura Journal of Coaching Research 2, no. 2 (2024): 71–79. http://dx.doi.org/10.26418/tajor.v2i2.79872.

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Background and Study Aim. Physical education is a mandatory subject at school which aims to improve students' physical fitness and motor skills to support student activities at school. In elementary school, physical education activities are carried out in a fun way and in the form of games. This research aims to develop a game model that aims to improve the motor skills of elementary school students through traditional sports. Material and Methods. The game model developed integrates various traditional sports that are rich in cultural values and require various motor skills. This research uses the Research & Development (R&D) method. The subjects in this research were elementary school students in Sidoarjo City. The stages in this research are: needs analysis, expert evaluation, small group trials, and large group trials. The data analysis technique in this research uses a quantitative approach with a quasi-experimental method, involving a pretest-posttest control group design to compare the effectiveness of game models on elementary school students' motor skills. Results. The research results showed that this game model succeeded in significantly improving students' motor skills, as well as increasing their interest and participation in sports activities. The effectiveness test of this development product is based on the assessment of 3 motor development experts. The value obtained was 87.% which was declared valid and suitable for use. Conclusion. Based on the development results, it can be concluded: (1) Can be used as a reference to improve students' motor skills. (2) The resulting model has several variations using traditional games. (3) This game model will increase children's interest in participating, because it is a fun game. (4) Participate in preserving national culture, especially traditional games.
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Đukić, Verica. "The significance of the game in the didactic-methodical basedness of physical education lessons." Fizicko vaspitanje i sport kroz vekove 10, no. 2 (2023): 32–39. http://dx.doi.org/10.5937/spes2302032d.

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A game is a form of activity that during the historical development of society provided the participants, but even today it provides a certain amount of fun and joy, as spontaneous activities through a huge variety of game types. In this paper, the attention is focused on the game as a practical value in an important social area such as physical culture, i.e. firstly, on sports where the outcome is prestige, then on recreational activities and, finally, on games that have a specific education value.The strategy of each of these games is determined by a set of rules that systematize the possible actions of each participant so that, from several combinations, the players opt for those moves that are the most rational for achieving the goal of a specific game. In physical culture games, can be conditionally divided in relation to their specificities. - Sports, competitive games, - Games in recreation, - Games in school physical education, in this paper special attention is paid to their educational value as essential content in school physical education. Sports competitive games, articulated in sports categorized clubs with players of amateur or professional status, as individuals or in teams. For whom these activities represent a certain source of existence. Games in recreation are the most common contents that are used as spontaneous activities in free time according to the participants' own choice, as well as other diverse activities, with the aim of improving health and thus the general quality of life. In recreation, apart from optimal physical activity, the victory over the rival is not in the first place, but more like mental stimulation for good fun and mood. Games in school physical education are the subject of interest in this paper, but more as a didactic category. First of all, from the point of view of intensively organized teaching, when it comes to the didactic structure of the physical education class, the goal is that the class represents a didactic unit, and the question of choosing those possible games for introducing students to work in the class, which are part of the methodology of training and practicing as biomechanical similar, is actualized. to the main task and are predominantly of a situational nature. Second, from the point of view of rationalizing the mechanism of motor stereotype formation, these games, as exercises, contribute to further sharpening the perception of muscle receptors that are engaged in performing the movements of the main coordination-technical task. The paper shows: - sports games without and with a ball and - a game with the traditional prop of a big screw Features of the sports game: - contains dreamy elements of situational technique, - the development of some cognitive ability such as the perception of space, the position of the players and their movement, - develops agility and coping in new situations, - affects the memory of some tactical elements and to the rational selection of tactical solutions Features of the game with a large screw (passing under the spinning screw, overhanging the rope): - improves the perception of situations, - timely decision-making to react in order to achieve the goal, - functional cooperation with teammates. The work is illustrated with film and photographs: - one handball game, - three volleyball games, - one basketball game, - a game with a big screw.
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Yaling, Xiong, and Zhang Weimin. "The research on the design strategy of outdoor sports facilities for preschool children from the perspective of game theory." OOO "Zhurnal "Voprosy Istorii" 2024, no. 3 (2024): 262–71. http://dx.doi.org/10.31166/voprosyistorii202403statyi18.

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As an important intermediary in preschool children's play activities, outdoor sports facilities are the most effective tools to assist children in the field of perception, attention, memory and thinking. By introducing game theory and combining children's psychology and game characteristics, this article summarizes experiential, interactive and diversified designs and guiding the design concepts based on game theory, providing new design ideas and directions for the development of domestic related industries.
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Lyseiko, Kostiantyn. "BASIC INDICATORS OF THE DEVELOPMENT OF GAME SPORTS IN THE IVANO-FRANKIVSK REGION DURING 2019−2021." Sport Science and Human Health 2, no. 8 (2022): 93–105. http://dx.doi.org/10.28925/2664-2069.2022.27.

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Introducation. The activities of physical culture and sport subjects are related to the issues of popularization certain sports among the population. The result of the development of game sports should be seen in the quantitative and qualitative achievements and indicators of the involvement certain groups of the population in one or another sport. Aim: to establish the dynamics of the basic indicators of the development of game sports in the Ivano-Frankivsk region during 2019−2021. Material and methods. Theoretical analysis and generalization of scientific and methodical data, analysis of documentary materials, methods of mathematical statistics were used. The content of the consolidated reports on the activities of children's and youth sport schools (specialized children's and youth sport schools of the Olympic reserve) in the Ivano-Frankivsk region during 2019−2021 have been studied. Results. There is a clear and significantly negative dynamic of the quantitative indicators of athletes engaged in game sports when moving from one level of sportsmanship to another. At the level of mass divisions, all sports are represented, at the level of reserve sport – all sports, except ice hockey and futsal, and at the level of higher sports achievements – only two sports – basketball and Ping-Pong. Football (29-26 divisions) is the leader in terms of the number of departments, followed by volleyball with a considerable lag behind (11-15) and table tennis (10-13). In football, from 174 to 95 groups of initial training, 145-117 groups of basic training, 6-11 groups of specialized training are organized; in volleyball – 60−54, 36−41 and one groups; Ping-Pong – 26−30, 22−26 and 4 groups; basketball – 38−15, 31−11 and 6−4 groups, respectively, during 2019−2021. At the stage of preparation for higher achievements, only basketball and Ping-Pong are presented (2−1 preparation group). Conclusions. Among the game sports in the Ivano-Frankivsk region during 2019−2021, was established a pronounced hierarchy of sports, where football, volleyball, basketball, Ping-Pong are the leaders, and ice hockey and futsal are outright outsiders.
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Padli, Padli, Madri M, Zumroni Zumroni, and Yulifri Yulifri. "Training Of Basic Techniques For Sepakraw Playing For Teachers Of Penjasorkes Basic School Of Padang Utara Sub-District." Jurnal Humanities Pengabdian Kepada Masyarakat 1, no. 1 (2019): 24–35. http://dx.doi.org/10.24036/jha.0101.2019.03.

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Sports is one aspect of development that is gaining national attention in Indonesia, especially in efforts to improve nurseries, coaching, and achievement sports. Nurseries, coaching and improving the performance of sports not only in certain branches but also includes all sports activities in the community including Sepaktakraw sports. The sport of Sepaktakraw is very interesting, and it needs to be taken seriously because the game of Sepaktakraw is a very useful game and has developed a lot in Indonesia, especially in West Sumatra. This sport is popular because Sepaktakraw is full of beautiful acrobatic movements and is beneficial for bodily health. Nurseries, coaching activities towards achieving maximum achievement for this need to be held various preparations, especially the problem of coaches, athletes, organizations, infrastructure, and training programs, in order to improve the achievement to a higher level. In an effort to improve the quality of motion and improve the achievements of athletes in the game Sepak takraw, the technique is very closely related to the ability of movement, physical condition, tactics, and mental. One of the most basic places for coaching is in schools and through Physical Education learning. In connection with this, it is necessary to have training in basic techniques of sepaktakraw games for Penjasorkes teachers in Primary Schools in Padang Utara District, Padang City so that teachers can begin to do sepaktakraw training for students since elementary school.
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Padli, Padli, Madri M, Zumroni Zumroni, and Yulifri Yulifri. "Training Of Basic Techniques For Sepakraw Playing For Teachers Of Penjasorkes Basic School Of Padang Utara Sub-District." Jurnal Humanities Pengabdian Kepada Masyarakat 1, no. 1 (2019): 24–35. http://dx.doi.org/10.24036/jha.v1i1.8.

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Sports is one aspect of development that is gaining national attention in Indonesia, especially in efforts to improve nurseries, coaching, and achievement sports. Nurseries, coaching and improving the performance of sports not only in certain branches but also includes all sports activities in the community including Sepaktakraw sports. The sport of Sepaktakraw is very interesting, and it needs to be taken seriously because the game of Sepaktakraw is a very useful game and has developed a lot in Indonesia, especially in West Sumatra. This sport is popular because Sepaktakraw is full of beautiful acrobatic movements and is beneficial for bodily health. Nurseries, coaching activities towards achieving maximum achievement for this need to be held various preparations, especially the problem of coaches, athletes, organizations, infrastructure, and training programs, in order to improve the achievement to a higher level. In an effort to improve the quality of motion and improve the achievements of athletes in the game Sepak takraw, the technique is very closely related to the ability of movement, physical condition, tactics, and mental. One of the most basic places for coaching is in schools and through Physical Education learning. In connection with this, it is necessary to have training in basic techniques of sepaktakraw games for Penjasorkes teachers in Primary Schools in Padang Utara District, Padang City so that teachers can begin to do sepaktakraw training for students since elementary school.
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39

Vyshnevetska, V. Р., M. V. Gordieieva, and M. S. Bortnik. "Efficiency of competitive activities in cybersports and factors affecting it." Scientific Journal of National Pedagogical Dragomanov University. Series 15. Scientific and pedagogical problems of physical culture (physical culture and sports), no. 4(163) (April 21, 2023): 62–67. http://dx.doi.org/10.31392/npu-nc.series15.2023.04(163).12.

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The prospects for the development of e-sports as a modern sport are very great. At the current stage, more and more different segments of the population are involved in this sport. Therefore, there is a need for a detailed study of the effectiveness of competitive activity. In the process of research, it was found that the sports training of cyber athletes for competitive activities is subject to the general laws and principles of sports training. In the process of training cyber athletes/e-athletes (вибeри необхідне), theoretical, physical, technical, tactical, psychological, and integrative types of training are distinguished, and each type has its own specificity, which is determined by the nature of the athlete's interaction with the virtual environment.
 Competitive activity in sports involves the demonstration and evaluation of the capabilities of athletes in various sports in accordance with their inherent rules, the content of motor actions, methods of competitive combat and evaluation of results. At the same time, competitive activity has a significant impact on the athlete's body, due to its extreme movement modes (maximum speed of movements and actions; manifestation of maximum strength, endurance; coordination complexity of actions with elements of risk, etc.), neuro-emotional tension, stressful effects, etc. connected with the social status of competitions, their prestige, etc. Therefore, in recent years, much more attention has been paid to studying the patterns of competitive activity.
 The key factors for the effectiveness of an e-athlete in competitive activities are good knowledge of tournament competitions and deep knowledge of the current game, love for the game, psychological stability, the right attitude to winning and losing, technical skill, ability to adapt, knowledge or ability to other games of similar kind, and skills for assessing the situation.
 Preparation for competitive activities in e-sports should be considered as a "metagame", i.e., a certain "fashion" that has developed in the current period in the discipline.
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40

Smirnov, D., and A. Smirnova. "Engineering Education of Students in the Process of Outstanding Activities." Profession-Oriented School 9, no. 5 (2021): 25–30. http://dx.doi.org/10.12737/1998-0744-2021-9-5-25-30.

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The article discusses an urgent problem for the innovative development of Russia - the orientation of schoolchildren to the choice of engineering professions through the organization of engineering education in the classroom for extracurricular activities. The authors of the article introduced and disclosed the concept of "engineering education" through the formation of cognitive interest in engineering activities. The essence of engineering education at the school stage of education and the main directions of its implementation are revealed. An important area of engineering education of students is the use of business games in the educational process of extracurricular activities. The article presents a game technology developed and implemented by the authors, which combines elements of a business game, a sports relay race and professional (engineering) tests. The structure, content and criteria for evaluating the business game-relay "Professional tests" with the aim of immersing students in specific types of educational activities, close to engineering.
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41

Prusak, Keven A., and Paul W. Darst. "Effects of Types of Walking Activities on Actual Choices by Adolescent Female Physical Education Students." Journal of Teaching in Physical Education 21, no. 3 (2002): 230–41. http://dx.doi.org/10.1123/jtpe.21.3.230.

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This study examined the choices made by adolescent girls in physical education classes when allowed to choose from among a variety of walking activities. Following the TARGET (Epstein, 1988; Treasure & Roberts, 1999) structures, nine walking activities were created to reflect one of four themes: social, exercise/fitness, game-like, or competition. Participants were 570 girls from 21 intact 7th and 8th grade classes from five schools in two school districts. Every 3 days for 9 days, students chose from a list of three activities representing a combination of the four themes. They were significantly more likely to choose (a) a social activity over two exercise and fitness activities; (b) either a game-like or competitive activity over an exercise/fitness activity; and (c) a social activity over a game-like activity or a game-like activity over a competitive activity. Adolescent girls may benefit from activities that are designed to be social, game-like, and/or competitive.
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Johnston, Rich D., Tim J. Gabbett, and David G. Jenkins. "Influence of Number of Contact Efforts on Running Performance During Game-Based Activities." International Journal of Sports Physiology and Performance 10, no. 6 (2015): 740–45. http://dx.doi.org/10.1123/ijspp.2014-0110.

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Purpose: To determine the influence the number of contact efforts during a single bout has on running intensity during game-based activities and assess relationships between physical qualities and distances covered in each game. Methods: Eighteen semiprofessional rugby league players (age 23.6 ± 2.8 y) competed in 3 off-side small-sided games (2 × 10-min halves) with a contact bout performed every 2 min. The rules of each game were identical except for the number of contact efforts performed in each bout. Players performed 1, 2, or 3 × 5-s wrestles in the single-, double-, and triple-contact game, respectively. The movement demands (including distance covered and intensity of exercise) in each game were monitored using global positioning system units. Bench-press and back-squat 1-repetition maximum and the 30−15 Intermittent Fitness Test (30−15IFT) assessed muscle strength and high-intensity-running ability, respectively. Results: There was little change in distance covered during the single-contact game (ES = −0.16 to −0.61), whereas there were larger reductions in the double- (ES = −0.52 to −0.81) and triple-contact (ES = −0.50 to −1.15) games. Significant relationships (P < .05) were observed between 30–15IFT and high-speed running during the single- (r = .72) and double- (r = .75), but not triple-contact (r = .20) game. Conclusions: There is little change in running intensity when only single contacts are performed each bout; however, when multiple contacts are performed, greater reductions in running intensity result. In addition, high-intensity-running ability is only associated with running performance when contact demands are low.
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Jaseel, E. K. Muhammed, and R. Kokila. "Application Designed to Revolutionize the Way People Discover and Book Sports Grounds Effortlessly (Game Snap)." International Academic Journal of Innovative Research 11, no. 2 (2024): 1–12. http://dx.doi.org/10.9756/iajir/v11i2/iajir1108.

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Although there is a considerable number of individuals globally who are passionate about sports and Even though many people love sports and fitness, it can be hard to find a sports pitch or fitness centre that can be used for several activities. Game Snap, a cutting-edge app, was created to simplify sports ground booking. Most people enjoy sports in their free time. People often argue about sports' benefits and usefulness. Yes, the type of sport an individual plays affects their physical, physiological, mental, and intellectual health. This is undisputed. This helps people stay fit mentally and physically. Daily sports activity helps mental development. Additionally, it boosts the player's mental abilities. This gives one motivation, courage, discipline, and concentration. New turfs or grounds have been built in the state over the past decade. These developments occurred across the state. Sometimes it's hard for players or match organisers to find a spot for their special interest. This is true in some cases. Manually searching for such sites may be tough. The new program "GameSnap." is also intended to address this issue. We're making this app. Various sports are played on the grounds. The grounds are popular for relaxation and entertainment. It has a lively atmosphere despite being safe to play. Many school teams and groups prefer playground matches, practices, and training. This is because the playground is better for activities. Sometimes it's hard to find the nearest grounds. This is insulting, especially when grass playgrounds and grounds are hard to reserve owing to time constraints. Our Game Snap program saves time. It covers all aspects of running and managing a sports pitch, indoors or out. Game Snap is removing obstacles to physical activity as part of its objective. We make it easy to find facilities, book activities, and connect individuals in their area. Another benefit of this program is that even if only one player wants to participate, they may utilise it to find a partner or team utilising the application.
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44

Lyseiko, K., Y. Yatsiv, and M. Pityn. "Environmental factors in the development of game sports in the Ivano-Frankivsk region." Scientific Journal of National Pedagogical Dragomanov University. Series 15. Scientific and pedagogical problems of physical culture (physical culture and sports), no. 3(162) (March 30, 2023): 225–33. http://dx.doi.org/10.31392/npu-nc.series15.2023.3k(162).46.

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The development of the physical culture and sport sphere of over the past year has undergone serious upheavals. This makes it necessary to study the issue of the activities the subjects of the game sports development in modern conditions and to determine the factors of the external environment that affect this process. Purpose: to determine the factors of the external environment (with the help of the PEST-analysis method) those affect the development of game sports and the corresponding activity of the regional branches of the federations in the Ivano-Frankivsk region. Methods: theoretical analysis and generalization of data from scientific and methodological literature, expert survey, methods of mathematical statistics. 13 experts were involved to the study, which representing the subjects of game sports development in the Ivano-Frankivsk region. The results. The PEST-analysis method was used with the separation of blocks: politics, economy, society and technology. The application of the PEST-analysis method to study the factors of the external environment that affect the game sports development in the Ivano-Frankivsk region indicated that the following ones have the greatest negative impact: military aggression from the rf and martial law in Ukraine, a vertical management system, the use federations for political PR, high level of corruption, insufficient funding and level of remuneration, inflation and economic crisis, lack of social interest, lack of innovation. The greatest positive impact was noted for the following factors: popularization of a healthy lifestyle, non-involvement in political life, activities of the federation's leadership in the sport sphere, construction of sports facilities, optimization of the taxation system, parents' wishes and vision of child development, implementation of world practices and digitalization. Conclusions. On the basis of the PEST-analysis were determined the factors of the external environment which affecting the game sports development and the corresponding activity of the regional branches of the federations in the Ivano-Frankivsk region. They are grouped according to the main blocks of politics, economy, society and technology.
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45

Маркин, И. Д. "Special communication skills as one of the factors for achieving a positive result in the competitive activities of team computer sports." Review of pedagogical research 6, no. 3 (2024): 144–50. http://dx.doi.org/10.58224/2687-0428-2024-6-3-144-150.

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жизнь человека современного человека, как существа биосоциального, особенно в нынешнее время очень сложно представить без активного использования средств коммуникации. Посредством взаимодействия друг с другом различными способами, люди образовывают синергию, способствуя развитию общества и техническому прогрессу. Успешно выстроенная коммуникация между индивидами может служить катализатором для достижения необходимого результата, именно поэтому исследование, представленное в данной статье представляется актуальным. В статье рассматриваются виды коммуникации по форме общения, определяются типы коммуникативных отношений в спорте. Проводится анализ коммуникации в компьютерном спорте, выявляются киберспортивные дисциплины, являющиеся командными. Производится классификация внутриигровых вербальных сигналов в командном компьютерном спорте, а также анализируется их эффективность с точки зрения субъектов киберспортивной деятельности. Исследуется роль внутриигровой командной коммуникации на достижение положительного результата. Полученные данные и изученные материалы позволяют сделать вывод о значимости внутриигровой коммуникации и командного взаимодействия в ходе киберспортивных соревнований. Знания, полученные в ходе исследования, могут способствовать дальнейшим научным работам в области внутриигровой киберспортивной коммуникации и рассмотрения роли вербальных сигналов на достижение положительных командных результатов. the life of a modern person, as a biosocial being, especially in the present time, is very difficult to imagine without the active use of means of communication. By interacting with each other in various ways, people form synergies, contributing to the development of society and technological progress. Successfully built communication between individuals can serve as a catalyst for achieving the desired result, which is why the research presented in this article seems relevant. The article discusses the types of communication according to the form of communication, and defines the types of communicative relationships in sports. An analysis of communication in computer sports is carried out, e-sports disciplines that are team ones are identified. A classification of in-game verbal signals in team computer sports is made, and their effectiveness is analyzed from the point of view of subjects of e-sports activities. The role of in-game team communication in achieving a positive result is explored. The data obtained and the materials studied allow us to draw a conclusion about the importance of in-game communication and team interaction during e-sports competitions. The knowledge gained during the study can contribute to further scientific work in the field of in-game eSports communication and consideration of the role of verbal signals in achieving positive team results.
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46

Khomyak, Hryhoriy. "PSYCHOLOGICAL PREPARATION OF FUTURE TEACHERS OF PHYSICAL CULTURE FOR THE ORGANIZATION OF TEAM INTERACTION OF YOUNG ATHLETES (FOR THE EXAMPLE OF FOOTBALL AND HOCKEY)." Collection of Scientific Papers of Uman State Pedagogical University, no. 4 (October 27, 2022): 54–63. http://dx.doi.org/10.31499/2307-4906.4.2022.270289.

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The article highlights the problem of psychological preparation of future physical education teachers for the organization of team interaction of young athletes (using the example of football and hockey). The impact of sports activities on a person, the formation of an individual style of sports activities is revealed. The main criteria for the effectiveness of competitive activity in sports games and mental properties are disclosed: intellectual, which ensure reception and processing of information, decision-making; which determine the quality of the subjectʼs motor actions and operations; communicative, created for interaction with other people; emotional, affecting energy and expressive characteristics of activity; strong-willed, ensuring overcoming obstacles; moral, which determine the motivation of the activity and compliance of the goal, means, results, with certain moral standards. The psychological features of sports activities in football are revealed. The need to take into account the main components of tactical and technical, special and general physical training of young football players for competitions, their age, gender, individual and typological features of the psyche and higher nervousactivity has been proved. The psychological features of sports activity in hockey are considered. It has been established that they are determined by the features of hockey playersʼ playing activities and are regulated by certain rules of the game. The specifics of sports activity in hockey are revealed (significant and intense, impulsive motor activity in a rather limited space and not on a natural support (ice, skates); tough power struggle with opponents, many game variations, as well as team actions. The requirements for the mental characteristics of young people are highlighted hockey athletes and psychological preparation of future physical education teachers for this process. It has been proved that football and hockey is a collective game, the functioning of a small group. Varieties of a small group, stages of its formation are revealed: conglomerate group, nominal group, cooperative group, autonomygroup, collective.
 Keywords: psychological training; future teachers; physical culture; organization; team; interaction; young athletes; football; hockey.
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47

Patience, Marcia A., Marcus W. Kilpatrick, Haichun Sun, Sara B. Flory, and Thomas A. Watterson. "Sports Game Play: A Comparison of Moderate to Vigorous Physical Activities in Adolescents." Journal of School Health 83, no. 11 (2013): 818–23. http://dx.doi.org/10.1111/josh.12099.

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48

Anikeenko, L. "Features of game activity of basketball students." (Scientific Journal of National Pedagogical Dragomanov University Series 15 Scientific and pedagogical problems of physical culture (physical culture and sports), no. 2(130) (February 22, 2021): 9–12. http://dx.doi.org/10.31392/npu-nc.series15.2021.2(130).01.

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The article covers the issue of playing activities in basketball. The value of speed and accuracy of basketball players' game actions is revealed. The dependence of basketball players' game efficiency on indicators of their psychophysical development of their organism and the need to study the influence of morphofunctional and psychophysiological indicators of basketball players on the speed and accuracy of game actions are substantiated.
 In sports games, technical training is of great importance, which includes a large number of different techniques. Basketball activity is based on individual and group technical actions of athletes, the main of which are throws to the basket, passes, driving, interception, selection, selection of the ball, etc. The ability to perform these actions quickly and accurately is the main condition for a successful game of basketball players.
 Game efficiency depends on the spatio-temporal characteristics of game actions, which, in turn, are determined by the peculiarities of the psychophysical development of the body of athletes.
 One of the main ways to achieve high sportsmanship is the constant improvement of the technique of the chosen sport, the study of its structure, components and psychophysiological basis.
 Therefore, the study of the parameters of the game activities of students who play basketball, which includes analysis of the impact of morphofunctional and psychophysiological indicators of the body on competitive efficiency, is relevant in today's conditions of intensification of sports training.
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49

Tovt, Valeriy, and Viktoriya Susla. "GAME TECHNOLOGIES OF EDUTAINMENT AND GAMIFICATION IN SPORTS TRAINING AT THE INITIAL STAGES OF TRAINING YOUNG ATHLETES." Scientific Bulletin of Uzhhorod University. Series: «Pedagogy. Social Work», no. 1(54) (May 13, 2024): 220–24. http://dx.doi.org/10.24144/2524-0609.2024.54.220-224.

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The modern development of sports is characterized by the intensive introduction of new methods and forms of organization of the training process. The use of innovative technologies in sports training makes it possible to significantly increase its effectiveness. It is known that the success of partner work between a coach and an athlete fully depends on the ability to find, effectively use, and implement innovative training methods, allowing to achieve better results in a much shorter time. This is important at the initial stages of sports training, when a successful start creates a good perspective for the development of the athlete's physical, technical, tactical, and motivational potential. The purpose of the study is to justify the classification of game technologies of edutainment and gamification and the expediency of their use in sports training at the initial stages of training young athletes. The methods employed in the research are analysis and generalization of scientific information, expert assessment, pedagogical observation, cluster analysis, comparative experiment; anonymous survey. The results of the expert evaluation confirmed that the application of game technologies significantly intensifies the process of training athletes, especially at the initial stages. This technology creates the preliminary prerequisites for the formation of desired sportsmanship. It promotes faster physical development, and motivates athletes to improve their form. It was stated that the coaches do not have sufficient knowledge, or experience in the use of edutainment game technologies and gamification in sports activities. A survey of coaches was conducted, where they determined the leading tasks of games, that can hypothetically be used to divide (classify) game technologies in sports training. The cluster analysis of game technologies helped to create a classification of edutainment and gamification technologies that is convenient for stakeholders and to substantiate appropriate programs for their use. The researchers have established a reliable improvement in indicators of general physical fitness after the application of edutainment game technologies and gamification in sports training at the initial stages of training young athletes. A significant interest of athletes in innovative game technologies was revealed.
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50

Duda, Henryk. "Evaluation of football players' actions in individual risky situations of offensive play as a model determinant of a sports game." Journal of Kinesiology and Exercise Sciences 30, no. 92 (2020): 29–39. http://dx.doi.org/10.5604/01.3001.0014.8208.

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The essence of effective training in a sports game is the use of means and forms of teaching in the organisation of a game, which most faithfully reflect the environment of the player's actual activity in natural conditions. Thus, there is a need to accurately identify the conditions of competition in a sports game. One of the types of such activities is observation, which being an elementary method of cognition, based on deliberate, targeted and intended as well as systematic perception of the studied subject, process or phenomenon. Research objective and questions The aim of the work is to assess the level of absolutely dependent cooperation (synergy) during a team sports game in changing game situations, in achieving the highest offensive objective, i.e. scoring a goal. - Is the effectiveness of achieving the highest objective of the game in offensive actions (i.e. scoring a goal) dependent on the level of player synergy? - Is the size of the conflict in the sports objective of the game dependent on creative player involvement? Material and test method - In the work, detailed observation was carried out with regard to players' actions in achieving the highest objective of the game, i.e. scoring a goal. The observation concerned analysis of 134 goals scored in 61 UEFA Champions League and European League football matches in 2009-2020. - In this study, the method of observation was used, with the possibility of repeatedly observing events being the subject of research. - In the research analysis, the use of film material of recorded games on a DVD was taken into account, where the observed effects were applied to an observation sheet. - The situations in which goals were scored and the research material comprised teams that competed in a given match. - The observation of scoring goals took the type of situation and level of interaction between players into account. Results Analysis of the obtained results can be inferred: 1. In achieving the highest objective of offensive actions, a high level of synergy prevails, requiring anticipation of events. 2. The high level of synergistic activities increases with the difficulty of situational tasks. 3. Due to the multi-faceted nature of team games, the player's training process should also affect his/her mental sphere.
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